6 citations · 6 across the 2 of their papers we have counts for
4 papers · 1 filter
Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing
Dennis J. N. J. Soemers, Chiara F. Sironi, Torsten Schuster +1
General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of dom…
Towards a Characterisation of Monte-Carlo Tree Search Performance in Different Games
Dennis J. N. J. Soemers, Guillaume Bams, Max Persoon +5
Many enhancements to Monte-Carlo Tree Search (MCTS) have been proposed over almost two decades of general game playing and other artificial intelligence research. However, our abil…
Split Moves for Monte-Carlo Tree Search
Jakub Kowalski, Maksymilian Mika, Wojciech Pawlik +3
In many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for…
Monte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups
Marc Lanctot, Mark H. M. Winands, Tom Pepels +1
Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, Hex, and general game playing. MCTS has been shown to outperform classic alpha-be…